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About Herger OricksonHerger Orickson
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Skills: (trained)
TRAITS
Horse, light:
Horse (Pathfinder RPG Bestiary 177) N Large animal Init +2; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 -------------------- Offense -------------------- Speed 50 ft. Melee 2 hooves -2 (1d4+1) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run [b]Tricks Come, Heel, Riding, Stay Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6 SQ docile, riding -------------------- Special Abilities -------------------- Docile This animal's natural attacks are treated as secondary unless it is trained to fight. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Riding [Trick] The animal has been trained to bear a rider. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Languages Common,Dwarven Combat Gear:MW morningstar, dagger, longbow, 40 arrows, studded leather,MW Darkwood heavy shield
Channel energy (7 times a day 2d6) With the feat Selective channel may designate up to 2 creatures in burst to not be affected. Aura - Good Domains - Animal, Community -
Animal:
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level. Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
Community:
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th. Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—cure critical wounds (mass), 9th—miracle.
Orisons: Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Spells - appearance:
Herger is a tall (6'6"), imposing (234 pounds) man with a full beard (well groomed) that reaches his chest. His long not quite wild blond hair is pulled back behind his shoulders almost to his mid back Streaks of lighter grey hairs ar just barely visible in hair and beard his peircing blue eyes are almost always calm. He dresses in simple clothing for the most part, like a craftsman or solid farmer and prefers to let his actions speak louder than his words... though when he does speak he has a deep baritone voice that brooks no nonsense. background:
- Herger is an almost tragic figure, a large Ulfen man of a quiet nature. He was married once, long ago to a winter witch whos machinations ended with her dead and their home burned. He and their young son barely survived. He fled east with the boy into the Realms of the Mammoth Lords, Then south through Belkzen into Lastwall.
The war torn lands of Lastwall wasnt the place to try and settle, so he moved them east. The Zealots of Razmiran disgusted him, and though he had given up the cloth long ago when he married a winter witch his new found rededication to his old Faith in Erastil rekindled he wasnt going to stay there long.
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